
# Objective Add a viewport widget. ## Solution - Add a new `ViewportNode` component to turn a UI node into a viewport. - Add `viewport_picking` to pass pointer inputs from other pointers to the viewport's pointer. - Notably, this is somewhat functionally different from the viewport widget in [the editor prototype](https://github.com/bevyengine/bevy_editor_prototypes/pull/110/files#L124), which just moves the pointer's location onto the render target. Viewport widgets have their own pointers. - Care is taken to handle dragging in and out of viewports. - Add `update_viewport_render_target_size` to update the viewport node's render target's size if the node size changes. - Feature gate picking-related viewport items behind `bevy_ui_picking_backend`. ## Testing I've been using an example I made to test the widget (and added it as `viewport_node`): <details><summary>Code</summary> ```rust //! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to //! pick entities visible in the widget's view. use bevy::picking::pointer::PointerInteraction; use bevy::prelude::*; use bevy::ui::widget::ViewportNode; use bevy::{ image::{TextureFormatPixelInfo, Volume}, window::PrimaryWindow, }; use bevy_render::{ camera::RenderTarget, render_resource::{ Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, }, }; fn main() { App::new() .add_plugins((DefaultPlugins, MeshPickingPlugin)) .add_systems(Startup, test) .add_systems(Update, draw_mesh_intersections) .run(); } #[derive(Component, Reflect, Debug)] #[reflect(Component)] struct Shape; fn test( mut commands: Commands, window: Query<&Window, With<PrimaryWindow>>, mut images: ResMut<Assets<Image>>, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<StandardMaterial>>, ) { // Spawn a UI camera commands.spawn(Camera3d::default()); // Set up an texture for the 3D camera to render to let window = window.get_single().unwrap(); let window_size = window.physical_size(); let size = Extent3d { width: window_size.x, height: window_size.y, ..default() }; let format = TextureFormat::Bgra8UnormSrgb; let image = Image { data: Some(vec![0; size.volume() * format.pixel_size()]), texture_descriptor: TextureDescriptor { label: None, size, dimension: TextureDimension::D2, format, mip_level_count: 1, sample_count: 1, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ..default() }; let image_handle = images.add(image); // Spawn the 3D camera let camera = commands .spawn(( Camera3d::default(), Camera { // Render this camera before our UI camera order: -1, target: RenderTarget::Image(image_handle.clone().into()), ..default() }, )) .id(); // Spawn something for the 3D camera to look at commands .spawn(( Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))), MeshMaterial3d(materials.add(Color::WHITE)), Transform::from_xyz(0.0, 0.0, -10.0), Shape, )) // We can observe pointer events on our objects as normal, the // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport // clicks pass through .observe(on_drag_cuboid); // Spawn our viewport widget commands .spawn(( Node { position_type: PositionType::Absolute, top: Val::Px(50.0), left: Val::Px(50.0), width: Val::Px(200.0), height: Val::Px(200.0), border: UiRect::all(Val::Px(5.0)), ..default() }, BorderColor(Color::WHITE), ViewportNode::new(camera), )) .observe(on_drag_viewport); } fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) { if matches!(drag.button, PointerButton::Secondary) { let mut node = node_query.get_mut(drag.target()).unwrap(); if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) { node.left = Val::Px(left + drag.delta.x); node.top = Val::Px(top + drag.delta.y); }; } } fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) { if matches!(drag.button, PointerButton::Primary) { let mut transform = transform_query.get_mut(drag.target()).unwrap(); transform.rotate_y(drag.delta.x * 0.02); transform.rotate_x(drag.delta.y * 0.02); } } fn draw_mesh_intersections( pointers: Query<&PointerInteraction>, untargetable: Query<Entity, Without<Shape>>, mut gizmos: Gizmos, ) { for (point, normal) in pointers .iter() .flat_map(|interaction| interaction.iter()) .filter_map(|(entity, hit)| { if !untargetable.contains(*entity) { hit.position.zip(hit.normal) } else { None } }) { gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE); } } ``` </details> ## Showcase https://github.com/user-attachments/assets/39f44eac-2c2a-4fd9-a606-04171f806dc1 ## Open Questions - <del>Not sure whether the entire widget should be feature gated behind `bevy_ui_picking_backend` or not? I chose a partial approach since maybe someone will want to use the widget without any picking being involved.</del> - <del>Is `PickSet::Last` the expected set for `viewport_picking`? Perhaps `PickSet::Input` is more suited.</del> - <del>Can `dragged_last_frame` be removed in favor of a better dragging check? Another option that comes to mind is reading `Drag` and `DragEnd` events, but this seems messier.</del> --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: François Mockers <mockersf@gmail.com>
67 lines
2.4 KiB
TOML
67 lines
2.4 KiB
TOML
[package]
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name = "bevy_ui"
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version = "0.16.0-dev"
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edition = "2024"
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description = "A custom ECS-driven UI framework built specifically for Bevy Engine"
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homepage = "https://bevyengine.org"
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repository = "https://github.com/bevyengine/bevy"
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license = "MIT OR Apache-2.0"
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keywords = ["bevy"]
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[dependencies]
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# bevy
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bevy_a11y = { path = "../bevy_a11y", version = "0.16.0-dev" }
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bevy_app = { path = "../bevy_app", version = "0.16.0-dev" }
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bevy_asset = { path = "../bevy_asset", version = "0.16.0-dev" }
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bevy_color = { path = "../bevy_color", version = "0.16.0-dev" }
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bevy_core_pipeline = { path = "../bevy_core_pipeline", version = "0.16.0-dev" }
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bevy_derive = { path = "../bevy_derive", version = "0.16.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.16.0-dev" }
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bevy_image = { path = "../bevy_image", version = "0.16.0-dev" }
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bevy_input = { path = "../bevy_input", version = "0.16.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.16.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.16.0-dev" }
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bevy_render = { path = "../bevy_render", version = "0.16.0-dev" }
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bevy_sprite = { path = "../bevy_sprite", version = "0.16.0-dev" }
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bevy_text = { path = "../bevy_text", version = "0.16.0-dev" }
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bevy_picking = { path = "../bevy_picking", version = "0.16.0-dev", optional = true }
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bevy_transform = { path = "../bevy_transform", version = "0.16.0-dev" }
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bevy_window = { path = "../bevy_window", version = "0.16.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.16.0-dev" }
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bevy_platform = { path = "../bevy_platform", version = "0.16.0-dev", default-features = false, features = [
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"std",
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] }
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# other
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taffy = { version = "0.7" }
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serde = { version = "1", features = ["derive"], optional = true }
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uuid = { version = "1.1", features = ["v4"], optional = true }
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bytemuck = { version = "1.5", features = ["derive"] }
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thiserror = { version = "2", default-features = false }
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derive_more = { version = "1", default-features = false, features = ["from"] }
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nonmax = "0.5"
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smallvec = "1.11"
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accesskit = "0.18"
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tracing = { version = "0.1", default-features = false, features = ["std"] }
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[features]
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default = []
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serialize = [
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"serde",
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"smallvec/serde",
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"bevy_math/serialize",
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"bevy_platform/serialize",
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]
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bevy_ui_picking_backend = ["bevy_picking", "dep:uuid"]
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bevy_ui_debug = []
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# Experimental features
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ghost_nodes = []
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[lints]
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workspace = true
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[package.metadata.docs.rs]
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rustdoc-args = ["-Zunstable-options", "--generate-link-to-definition"]
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all-features = true
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